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feat(bindless): Adjust mentions of Lossless.dll to lsfg-vk.dll
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6 changed files with 13 additions and 13 deletions
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@ -10,7 +10,7 @@ Regardless of the method you choose, the concept of profiles remains the same.
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### All Configuration Options
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Below is a list of all available **global** configuration options:
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- **Path to Lossless Scaling / `dll`**: By default, lsfg-vk will search certain directories for Lossless Scaling. If you have Lossless Scaling installed in a custom location, you can specify the full path to the "Lossless.dll" file inside of Lossless Scaling here.
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- **Path to Lossless Scaling / `dll`**: By default, lsfg-vk will search certain directories for Lossless Scaling. If you have Lossless Scaling installed in a custom location, you can specify the full path to the "lsfg-vk.dll" file inside of Lossless Scaling here.
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- **Allow half-precision / `allow_fp16`**: If enabled, this will allow lsfg-vk to take advantage of half-precision shader operations if supported by the GPU. This has a giant performance uplift on AMD GPUs, but does not affect NVIDIA GPUs (GTX 1000-series or older cards will actually see a big performance **decrease**). This option **does not** influence quality. (Default: `true`)
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Next is a list of all available **profile** configuration options:
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@ -18,12 +18,12 @@ Next is a list of all available **profile** configuration options:
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- **Active In / `active_in`**: A list of 1) linux binary names, such as `mpv`, 2) windows executables, such as `GenshinImpact.exe` and 3) process names, such as `GameThread`. It is also possible to specify the last part of a path (e.g. `Ghostrunner2/Binaries/Win64/Ghostrunner2-Win64-Shipping.exe`). When a process matching one of these rules is detected, this profile will be activated.
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- **Multiplier / `multiplier`**: The frame generation multiplier. A value of 3 means that for every frame rendered by the application, lsfg-vk will generate 2 additional frames. (Default: `2`)
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- **Flow Scale / `flow_scale`**: The resolution scale at which the motion vectors are calculated. A lower value means better performance, but worse quality. (Default: `1.0`)
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- **Performance Mode / `performance_mode`**: When enabled, a significantly lighter frame generation model is used. This has a minor quality impact, but greatly improves performance.
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- **Performance Mode / `performance_mode`**: When enabled, a significantly lighter frame generation model is used. This has a minor quality impact, but greatly improves performance.
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(Default: `false`)
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- **Pacing Mode / `pacing`**: This option is explained in greater detail below. Supported values are **None / `none`**.
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- **GPU / `gpu`**: The GPU to use for frame generation. This MUST be the **same GPU** as the one being used by the application. **Dual GPU is NOT supported**. You can identify a GPU through its name (e.g. `NVIDIA GeForce RTX 3080`), uppercase-only ID (e.g. `0x10DE:0x2C02`) or PCI bus ID (e.g. `3:0.0`). If not specified, the primary GPU will be used, which may lead to issues.
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The "Multiplier", "Flow Scale" and "Performance Mode" options can be **hot-reloaded**, meaning that changes to these options will take effect immediately without needing to restart the application. Options such as "Pacing Mode" or removal of the profile require a swapchain recreation, which usually means resizing or restarting the application. Any other change requires an application restart.
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The "Multiplier", "Flow Scale" and "Performance Mode" options can be **hot-reloaded**, meaning that changes to these options will take effect immediately without needing to restart the application. Options such as "Pacing Mode" or removal of the profile require a swapchain recreation, which usually means resizing or restarting the application. Any other change requires an application restart.
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### Pacing Modes
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@ -45,7 +45,7 @@ The following environment variables affect lsfg-vk:
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- `LSFGVK_PROFILE`: Name of the profile to use. If set, this will override automatic profile detection.
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If you do not wish to use a configuration file, you can also set configuration options through environment variables. To do this, set `LSFGVK_ENV=1` and then any of the following variables:
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- `LSFGVK_DLL_PATH`: Path to Lossless Scaling DLL.
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- `LSFGVK_DLL_PATH`: Path to lsfg-vk DLL.
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- `LSFGVK_NO_FP16`: If set to `1`, half-precision will be disabled.
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- `LSFGVK_MULTIPLIER`: Frame generation multiplier.
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- `LSFGVK_FLOW_SCALE`: Flow scale value.
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@ -37,7 +37,7 @@ SUBCOMMAND OPTIONS:
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-c, --config <PATH> Optional path to the configuration file
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benchmark & debug
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-d, --dll <PATH> Path to Lossless.dll
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-d, --dll <PATH> Path to lsfg-vk.dll
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-a, --allow-fp16 Allow FP16 acceleration
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-w, --width <INT> Width of the input frames
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-h, --height <INT> Height of the input frames
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@ -6,7 +6,7 @@
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namespace ls {
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/// find the location of the Lossless.dll
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/// find the location of the lsfg-vk.dll
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/// @returns the path to the DLL
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/// @throws ls::error if the DLL could not be found
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std::filesystem::path findShaderDll();
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@ -30,7 +30,7 @@ void ConfigFile::createDefaultConfigFile(const std::filesystem::path& path) {
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ofs << R"(version = 2
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[global]
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# dll = '/media/games/Lossless Scaling/Lossless.dll' # if you don't have LS in the default location
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# dll = '/media/games/Lossless Scaling/lsfg-vk.dll' # if you don't have LS in the default location
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allow_fp16 = true # this will improve give a MASSIVE performance boost on AMD, but be super slow on older (!) NVIDIA GPUs
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[[profile]]
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@ -22,7 +22,7 @@ std::filesystem::path ls::findShaderDll() {
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auto base = std::filesystem::path(xdgPath);
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for (const auto& frag : FRAGMENTS) {
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auto full = base / frag / "Lossless Scaling" / "Lossless.dll";
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auto full = base / frag / "Lossless Scaling" / "lsfg-vk.dll";
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if (std::filesystem::exists(full))
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return full;
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}
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@ -34,16 +34,16 @@ std::filesystem::path ls::findShaderDll() {
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auto base = std::filesystem::path(homePath);
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for (const auto& frag : FRAGMENTS) {
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auto full = base / frag / "Lossless Scaling" / "Lossless.dll";
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auto full = base / frag / "Lossless Scaling" / "lsfg-vk.dll";
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if (std::filesystem::exists(full))
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return full;
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}
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}
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// fallback to same directory
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auto local = std::filesystem::current_path() / "Lossless.dll";
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auto local = std::filesystem::current_path() / "lsfg-vk.dll";
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if (std::filesystem::exists(local))
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return local;
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throw ls::error("unable to locate Lossless.dll, please set the path in the configuration");
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throw ls::error("unable to locate lsfg-vk.dll, please set the path in the configuration");
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}
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@ -145,12 +145,12 @@ ApplicationWindow {
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GroupEntry {
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title: "Path to Lossless Scaling"
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description: "Change the location of Lossless.dll"
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description: "Change the location of lsfg-vk.dll"
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FileEdit {
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Layout.fillWidth: true
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title: "Select Lossless.dll"
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title: "Select lsfg-vk.dll"
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filter: "Dynamic Link Library Files (*.dll)"
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text: backend.dll
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